









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
One Step Forward 1.7.6Gives every character a very simple (and very dangerous) talent: take exactly one step forward. Meant to make life much easier when playing on a controller / Steam Deck / toaster. If no hostiles are visible, will use the same targeting rules as auto-explore. If hostiles are visible, will step towards the targeted hostile. If the targeted hostile is adjacent, they will be bump-attacked. This means you will walk towards or attack either: By default, steps will ask for confirmation, unless you enable "Automatic accept target" in your ToME settings (ctrl+shift+p by default) or disable "Confirm before stepping" in the addon options. There are several other options available in the in-game Game Options menu under "[One Step Forward]". Heavily inspired by the auto-attack system in Path of Achra (which was in turn heavily inspired by ToME). Please note: The author is a software engineer, but as an experiment this was heavily vibe-coded so do not be surprised if your game explodes. Low Health Popup 1.7.0Nekarcos's Quality of Life 03: Summoning Timer (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Automatic Transmission 1.7.6An overhaul of auto-use. Fine-grained control over when talents are used. Per-talent rules (right-click a talent to Configure):
Based originally on this addon: NOTE: this was heavily vibe-coded, so do not be surprised if your character turns into a pumpkin. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Nekarcos's Quality of Life 04: Healing Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Arcane Blade |
| Level / Exp | 50 / 1090% |
| Size | medium |
| Lifes / Deaths | Killed by Cyrurin the titan dreadnought at level 50 on the 49th Loss 124th year of Ascendancy at 08:02 / 1 |
Primary Stats
| Strength | 70 (base 13) |
| Dexterity | 103 (base 60) |
| Constitution | 30 (base 17) |
| Magic | 130 (base 60) |
| Willpower | 48 (base 19) |
| Cunning | 103 (base 60) |
Resources
| Mana | 473/694 |
| Psi | 98/138 |
| Vim | 266/296 |
| Life | -355/1695 |
| Positive | 177/197 |
| Stamina | 255/342 |
| Steam | 100/100 |
| Healing Factor | 1.5592147729954 |
| Regeneration | 34.536607221848 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.0658141036402E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 17 |
| See Invisible | 17 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 79 |
| Crit Chance | 57% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 97 |
| Crit Chance | 77% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Blight | +19% |
| Physical | +16% |
| Cold | +47% |
| All | +10% |
| Lightning | +129% |
| Light | +16% |
| Temporal | +15% |
| Darkness | +16% |
| Fire | +54% |
| Mind | +16% |
Offense: Damage Penetration
| Lightning | +42% |
| Cold | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 48 (48.304188961773%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 4.0695406001848 |
| Physical Save | 35 |
| Spell Save | 45 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 47%( 70%) |
| All | + 16%( 70%) |
| Physical | + 20%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 25%( 70%) |
| Mind | + 37%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Silence Resistance | 80% |
| Bleed Resistance | 100% |
| Confusion Resistance | 50% |
| Instadeath Resistance | 100% |
| Stun Resistance | 70% |
| Poison Resistance | 100% |
| Disarm Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 760 damage for 7 turns. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 201% efficiency and cooldown mod of 76%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1914% for 10 turns (1002 total) and instantly restoring 95 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 192% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Other / One Step Forward | 1.00 |
| Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of voratun boots 'Flashsage' (0 def, 5 armour) =ltngpen15,stun20=3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Cun +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Res.pen +15% lightning Apr +12 On Hit (Melee): * 20% chance to reduce armor by 49% ----- def ----- Armour +5 Fatigue +4% Resists +18% lightning +5% arcane Phys.save +17 (+7 eff.) Mind.save +17 (+6 eff.) Silence- +30% Confus- +50% Stun/Frz- +20% ---------- misc Talents +5 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Lisenn'1.0 T3 lite [Rare] Psionic While equipped: Stats +9 Mag +6 Wil dps ---------- Phasing +30% ----- def ----- Spell.save +15 (+5 eff.) Mind.save +9 (+3 eff.) ---------- misc Mana/turn +0.24 Vim/s.crit +2.00 Light +4 See.Stealth +17 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of the Elements (0 def, 10 armour) 2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning Acc +16 (+3 eff.) ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning ---------- misc Light +6 This jeweled crown shimmers with colors. |
| Tool | yew wand of conjuration 'Stormlace' [power 255] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning Acc +25 (+5 eff.) ----- def ----- Armour +8 Defense +25 (+6 eff.) Resists +6% light +2% physical ---------- misc Stam/turn +2.00 Fire a magical bolt dealing 374 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +9 Cun +9 Dex dps ---------- Crit.mult +10.00% Mind.pwr +10 (+2 eff.) Dmg.mod +20% lightning Acc +14 (+2 eff.) ----- def ----- Armour +4 Resists +40% lightning +2% physical Mind.save +9 (+3 eff.) Max.HP +83.00 HP.reg +20.00 Heal.mod +18% ---------- misc Max.hate +2.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around waist | Xaneta the Rainbreaker 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +12% cold Res.pen +10% darkness +10% cold ----- def ----- Defense +10 (+3 eff.) Resists +26% lightning +10% temporal +6% darkness +12% cold Proj.slow +25% A belt that goes around your waist. |
| In main hand | Infernocast the dragonbone magestaff (136% power, 6 apr, lightning element) 5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +30% Crit.mult +38.00% Spell.pwr +25 (+4 eff.) Dmg.mod +30% lightning +9% fire +6% mind On Hit (Melee): * 22% chance to slow global speed by 63% ----- def ----- Resists +9% blight +3% nature +3% darkness HP.reg +1.90 Heal.mod +22% ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | storm voratun gauntlets of war-making (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +14.0% Spell.crit +10% Mind.crit +20% Crit.mult +8.00% Melee+ 7 lightning Dmg.mod +11% lightning ----- def ----- Armour +3 Fatigue +5% Resists +7% lightning Disarm- +100% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 141% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +18.0% Atk.spd 83% On Crit.r2 +9 lightning On Hit: 10% Lightning Breath 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Iseth the Nimbusnail (20 def, 18 armour) 9.0 T5 light armor [Rare] Arcane While equipped: Stats +12 Str +6 Dex +10 Mag +10 Wil dps ---------- Phys.crit +10.0% Spell.crit +9% Mind.crit +16% Crit.mult +41.00% Phys.pwr +40 (+9 eff.) Spell.pwr +23 (+4 eff.) Mind.pwr +25 (+6 eff.) Dmg.mod +12% lightning Melee Ret 12 blight ----- def ----- Armour +18 Defense +20 (+5 eff.) Fatigue +8% Resists +18% lightning Crit.chn- 35.00% Die.at -104.00 life A suit of armour made of leather. |
| Cloak | Hanerand the Stormtaint (3 def, 0 armour) =iiiiiii=2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Spell.pwr +25 (+4 eff.) Res.pen +27% lightning Melee Ret 8 blight ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Max.HP +60.00 Stun/Frz- +50% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Vim/s.crit +2.21 Max.mana +110.45 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's gold amulet of soulsearing0.1 T3 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Crit.mult +16.00% Spell.pwr +12 (+2 eff.) Dmg.mod +5% temporal +6% darkness +9% blight +10% fire +6% light +6% physical Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 108% / cooldown 93%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 93%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 171% / cooldown 72%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 72%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 171% / cooldown 50%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 10)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 51 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Prismatic Rune (6 turns; light, physical, darkness, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 light, 4 physical, 5 darkness, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 504; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 504.36 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 182; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 182.25 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 600; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 600.64 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 8; phase 22; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 13; phase 35; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 13 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 13 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 11; phase 37; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 11 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 110; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 241; dur 3; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 241 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 191; dur 5; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 191 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 462; dur 7; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 7 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 62; blocks 3; dur 4; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 62 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 36; blocks 4; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 71; blocks 6; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 71 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 58; blocks 6; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 58 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 40; blocks 6; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 up to 6 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 233; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 233 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+3 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Xanokira the Nightbender =con10=0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +6 Str +16 Dex +13 Cun +10 Con dps ---------- Mov.spd +10% Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 29% ----- def ----- Fatigue -10% Resists +15% nature HP.reg +5.00 ---------- misc Stam/turn +1.50 Infravis +3 Amulets make your neck look great! |
archmage's voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +5% Spell.pwr +4 (+0 eff.) Melee+ 9 light 10 darkness Dmg.mod +6% acid +10% light +8% darkness +6% cold +4% lightning +6% fire On Melee Ret: * 8% chance to reduce damage dealt by 29% * 14% chance to blind Amulets make your neck look great! |
clarifying stralite amulet of cunning (+6)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Cun ----- def ----- Resists +22% mind Confus- +31% Amulets make your neck look great! |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
insulating gold amulet of dexterity (+2)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +13% fire +16% cold Amulets make your neck look great! |
restful gold amulet of dexterity (+2)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Fatigue -7% HP.reg +3.00 Amulets make your neck look great! |
stralite amulet 'Frostpulverizer'0.1 T4 amulet jewelry [Rare] Disrupt While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +15% darkness +20% cold ----- def ----- Resists +22% blight +18% cold +26% nature +9% acid Poison- +39% Disease- +44% ---------- misc Light +3 Amulets make your neck look great! |
wanderer's steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +7 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.70 Mana/turn +0.11 Max.mana +28.00 Amulets make your neck look great! |
Arcmaster the steel ring =ltngpen25=0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +9 (+1 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +3% lightning Res.pen +25% lightning +20% mind +10% acid Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce armor by 49% ----- def ----- Resists +15% lightning +6% mind Rings make your fingers look great! |
Biletickler =stun30=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.crit +5.0% Dmg.mod +9% physical Acc +25 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- HP.reg +4.00 Stun/Frz- +30% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Blindgore the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +2 Mag +10 Cun +11 Con ----- def ----- Resists +22% light +9% fire Crit.chn- 16.97% Spell.save +19 (+6 eff.) ---------- misc Max.stam +34.00 See.Invis +9 Rings make your fingers look great! |
Branadir =stun32=0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +6 Wil +2 Con dps ---------- Apr +3 ----- def ----- Phys.save +12 (+5 eff.) Mind.save +12 (+4 eff.) HP.reg +5.00 Blind- +34% Stun/Frz- +32% ---------- misc Infravis +4 See.Stealth +16 See.Invis +6 Rings make your fingers look great! |
Chargerebel the voratun ring =ltngpen15=0.1 T5 ring jewelry [Rare] Master While equipped: Stats +6 Wil dps ---------- Spell.pwr +20 (+3 eff.) S.pwr/crit +11 Dmg.mod +9% mind Res.pen +15% lightning +28% arcane +28% mind ----- def ----- Spell.save +15 (+5 eff.) HP.reg +7.00 Stun/Frz- +40% Rings make your fingers look great! |
Demonlace the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Resists +6% light +1% physical +15% darkness +26% cold Spell.save +6 (+2 eff.) Die.at -40.00 life Heal.mod +10% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Eclipseslicer the voratun ring0.1 T5 ring jewelry [Rare] Psionic While equipped: dps ---------- S.pwr/crit +11 Res.pen +28% blight Acc +34 (+6 eff.) On Hit (Melee): * 22% chance to reduce damage dealt by 29% ----- def ----- Armour +18 Mind.save +9 (+3 eff.) Confus- +50% ---------- misc Vim/s.crit +2.28 Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Quenchstalker0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +3% Dmg.mod +24% blight +21% cold Res.pen +25% blight ----- def ----- Max.HP +44.00 Disarm- +44% Pinning- +44% Knockbk- +44% ---------- misc Hate/m.crit +2.00 Max.psi +50.00 Rings make your fingers look great! |
Xeradhemira the Dimraider0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% acid +18% cold +15% nature +12% darkness Res.pen +20% darkness Melee Ret 10 darkness On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Resists +32% acid Rings make your fingers look great! |
conjurer's stralite ring of clarity0.1 T4 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +9 (+1 eff.) ----- def ----- Mind.save +9 (+3 eff.) Confus- +26% Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+1 eff.) Rings make your fingers look great! |
mule's copper ring of blight (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Fatigue -4% Resists +10% blight ---------- misc Max.enc +21 Rings make your fingers look great! |
painweaver's voratun ring0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +13 (+3 eff.) Spell.pwr +16 (+3 eff.) Mind.pwr +17 (+4 eff.) Dmg.mod +7% all Rings make your fingers look great! |
steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
stralite ring 'Magmapierce'0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +13 (+3 eff.) Spell.pwr +13 (+2 eff.) Mind.pwr +13 (+3 eff.) Res.pen +25% temporal Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 49% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane +21% fire Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
stralite ring 'Woeblur'0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% nature On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 39 * 20% chance to reduce damage dealt by 29% ----- def ----- Defense +30 (+8 eff.) Resists +36% nature +6% cold Mind.save +18 (+6 eff.) Poison- +20% Rings make your fingers look great! |
warrior's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Str dps ---------- Melee+ 11 physical Ranged+ 15 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 35 On Hit (Ranged): * 13% chance to reduce all saves and defense by 35 ----- def ----- Armour +8 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
warrior's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +6 Resists +22% lightning Rings make your fingers look great! |
wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Singeravage (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 136% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Dex +2 Mag dps ---------- Spell.crit +20% Crit.mult +56.00% Spell.pwr +23 (+4 eff.) Melee+ 24 fire Dmg.mod +30% lightning +15% physical Res.pen +10% fire ----- def ----- Resists +15% lightning Phys.save +3 (+1 eff.) ---------- misc Stam/turn +2.00 See.Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Unique] Arcane Power 120% Range: 1.2x Uses 100% Mag Dmg Lightning Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Spell.pwr +1 (+0 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Generate a personal shield that absorbs up to 286 damage and damages attackers striking the wearer for 55 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% Resists +5% light +6% darkness ---------- misc Max.enc +21 A belt that goes around your waist. |
spiritwalker's hardened leather belt1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag ---------- misc Mana/turn +0.14 Max.mana +33.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag +4 Cun +6 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +5 Mana/turn +0.14 Max.mana +34.00 Infravis +5 A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Has a 50% chance each turn to slash an adjacent enemy for 225 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.5 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 201.22 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Jetpack (10 def, 0 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
Shockmaster the cashmere cloak (2 def, 7 armour) =ltngpen25=2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +25% lightning Apr +2 ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +6% blight +10% cold +6% light +12% lightning Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 3.5 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 43 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+2 eff.) Resists +15% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
cashmere cloak 'Vorynn' (2 def, 8 armour) =con6=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +6 Con dps ---------- Crit.mult +10.00% On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +8 Defense +2 (+1 eff.) Phys.save +18 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's elven-silk cloak of the hunter (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Acc +34 (+6 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -9% Phys.save +12 (+5 eff.) Max.HP +192.00 ---------- misc Max.stam +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galebloom the elven-silk robe (0 def, 0 armour) =ltngpen10=2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +3 Cun +8 Mag dps ---------- Crit.mult +10.00% Spell.pwr +13 (+2 eff.) Dmg.mod +5% temporal +20% blight +16% physical +6% mind +13% all Res.pen +10% lightning +9% temporal +20% mind +13% physical ----- def ----- Resists +20% blight +15% all Anom.red +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 36%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
psion's elven-silk robe of lightning (+34%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+1 eff.) Dmg.mod +8% mind +23% lightning Res.pen +12% mind ----- def ----- Resists +34% lightning +15% all ---------- misc Psi/turn +0.62 Max.psi +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +5 Mag +6 Wil dps ---------- Dmg.mod +13% lightning +11% physical +13% cold ----- def ----- Resists +10% blight +5% cold +11% lightning +15% all Max.HP +95.00 HP.reg +4.10 Heal.mod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Skywing' (0 def, 4 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +15% mind Acc +25 (+5 eff.) ----- def ----- Armour +4 Resists +9% lightning +2% physical +12% fire +15% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (145 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (244 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Icenull the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +10% Dmg.mod +6% blight Res.pen +10% cold Melee Ret 4 blight 8 cold ----- def ----- Armour +4 Fatigue -9% Phys.save +8 (+4 eff.) Max.HP +39.00 HP.reg +4.00 Heal.mod +10% ---------- misc Max.enc +28 Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of disengagement (0 def, 3 armour) =stun38=2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Silence- +28% Confus- +31% Stun/Frz- +38% Disengage: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 118% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Radiancekin (0 def, 9 armour) =lite3=1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +18% acid +5% physical +3% mind Res.pen +5% light ----- def ----- Armour +9 Fatigue +3% Resists +6% light ---------- misc Light +3 Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +9 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 130% Range: 1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 4.5 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 30.74 mind and 30.74 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 29% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 28. Terrified: Deals 7.54 mind and 7.54 darkness damage per turn and increases cooldowns by 45%. Haunted: Causes the target to suffer 12.04 mind and 12.04 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 144% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 147% Range: 1.4x Uses 40% Dex, 40% Cun, 10% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 4.5 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+5 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Smearking the cashmere wizard hat (2 def, 0 armour) =ltng15=2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.crit +1% Dmg.mod +15% lightning +6% mind ----- def ----- Defense +2 (+1 eff.) Resists +22% lightning +12% nature ---------- misc Hate/m.crit +5.00 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Layodhetira' (3 def, 0 armour) =ltng20,oop15=2.0 T5 head armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +20 (+5 eff.) Dmg.mod +20% lightning +9% arcane ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning +9% blight Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Hate/m.crit +5.00 Max.psi +40.00 A pointy cloth hat, very wizardly... |
hardened leather cap 'Flashdredge' (0 def, 3 armour) =ltngpen20=2.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +9% fire Res.pen +25% darkness +20% lightning Apr +6 Melee Ret 8 darkness 6 lightning ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning A cap made of leather. |
rough leather hat of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
voratun helm 'Frostsweeper' (0 def, 5 armour) =con7=3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Dex +8 Wil +2 Cun +7 Con dps ---------- Dmg.mod +6% temporal Res.pen +15% cold ----- def ----- Armour +5 Fatigue +5% Resists +12% blight +18% cold +15% temporal Mind.save +8 (+3 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
396 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
14 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Searire (dig speed 8 turns) =ltngpen10=3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +14 Str +6 Wil dps ---------- Phys.crit +15.0% Mind.crit +12% Dmg.mod +18% fire Res.pen +10% lightning Apr +12 ----- def ----- Resists +8% darkness +30% fire While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.5 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (dig speed 22 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's Essentials2.0 T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 30 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 316.68 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
bright dwarven lantern of corpselight1.0 T5 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +6% Spell.pwr +4 (+0 eff.) ----- def ----- Resists +13% blight +10% darkness ---------- misc Light +9 Infravis +5 See.Invis +12 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 29 blight damage or heals 36 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching alchemist's lamp1.0 T3 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of clarity1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Resists +5% fire Mind.save +7 (+3 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
void-walker's alchemist's lamp of the sun1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Resists +6% temporal +9% darkness +8% cold Affinity +5% light Def/telep +16 Res/telep +16% Dur/telep +21% ---------- misc Light +7 Sun Flare: Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 334.57 light damage. At talent level 3 you gain 54% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
9 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing water salve [power 41] amazing water salve [power 41]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 55% cooldown modifier. Remove 3 mental effects and grants a water aura (41% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great fiery salve [power 36] great fiery salve [power 36]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 55% cooldown modifier. Remove 2 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 516] great healing salve [power 516]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 55% cooldown modifier. Heal 516 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great pain suppressor salve [power 449] great pain suppressor salve [power 449]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 55% cooldown modifier. Let you fight up to -449 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 31] powerful frost salve [power 31]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 55% cooldown modifier. Remove 2 physical effects and grants a frost aura (31% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
amazing air recycler0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel rocket boots0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel shocking edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
good focus lens0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft ablative armour0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +8 Crit.chn- 28.00% Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful moss tread0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +6 ---------- misc Talents +3 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap0.0 T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +12% lightning Stun/Frz- +20% Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
stralite deflection field0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+2 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
Cindersun the voratun torque of psionic shield [power 167] (25 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% fire +12% arcane +18% temporal Res.pen +28% fire +28% arcane +28% temporal Melee Ret 8 fire On Hit (Melee): * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +16 Res/telep +16% Dur/telep +16% Setup a psionic shield, reducing all damage taken by 167 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Ivewen [power 275] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Str dps ---------- Dmg.mod +6% physical Acc +25 (+5 eff.) ----- def ----- Resists +3% light Max.HP +40.00 Heal.mod +10% Disease- +20% ---------- misc Stam/turn +3.00 Blast the opponent's mind dealing 319 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Rainwarden the dwarven-steel torque of mindblast [power 240] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind +12% cold ----- def ----- Armour +8 Resists +15% fire Heal.mod +20% Poison- +20% Blast the opponent's mind dealing 278 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Shivermaster the dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% physical Res.pen +15% cold ----- def ----- Armour +6 Defense +10 (+3 eff.) Die.at -80.00 life Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
cleansing voratun torque of mindblast [power 395] (15 cooldown)2.0 T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 458 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 53] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield [power 121] (25 cooldown)2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 121 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Belotha the Chargebraid [power 48] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +27% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Resists +15% nature +18% lightning Harden the skin for 7 turns increasing armour by 48 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Hanathel the ash totem of stinging [power 206] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 4 mind ----- def ----- Resists +3% acid +15% darkness Silence- +20% Stun/Frz- +10% Sting an enemy dealing 226 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Brightspawn [power 560] (20 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +15% acid +5% arcane +18% light Max.HP +100.00 HP.reg +4.56 Silence- +22% Teleport- +22% ---------- misc Infravis +3 See.Invis +24 Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Delontir the elven-wood wand of conjuration [power 370] (15 cooldown) =stun20=2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 4 acid ----- def ----- Armour +4 Resists +5% arcane Phys.save +6 (+3 eff.) HP.reg +4.00 Silence- +20% Stun/Frz- +20% Teleport- +20% Fire a magical bolt dealing 847 lightning damage Puts all charms on 15 cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 150 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Lustreward [power 434] (20 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +30% light +18% temporal Melee Ret 8 light 8 fire ---------- misc Light +3 Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing ash wand of clairvoyance [power 10] (15 cooldown) =respen14=2.0 T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 95 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elm wand of shielding [power 122] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Mayimitira the Whitehoof Arcane Blade level 2
10th Retaking 124th year of Ascendancy at 14:55 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Mayimitira the Whitehoof Arcane Blade level 10
19th Retaking 124th year of Ascendancy at 17:28 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Mayimitira the Whitehoof Arcane Blade level 50
49th Loss 124th year of Ascendancy at 06:27 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mayimitira the Whitehoof Arcane Blade level 32
40th Revenge 124th year of Ascendancy at 14:23 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Mayimitira the Whitehoof Arcane Blade level 46
42nd Dearth 124th year of Ascendancy at 06:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mayimitira the Whitehoof Arcane Blade level 10
19th Retaking 124th year of Ascendancy at 04:57 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mayimitira the Whitehoof Arcane Blade level 20
8th Revenge 124th year of Ascendancy at 04:51 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Mayimitira the Whitehoof Arcane Blade level 30
19th Revenge 124th year of Ascendancy at 22:00 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Mayimitira the Whitehoof Arcane Blade level 40
16th Pain 124th year of Ascendancy at 21:06 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Mayimitira the Whitehoof Arcane Blade level 50
26th Loss 124th year of Ascendancy at 03:50 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Mayimitira the Whitehoof Arcane Blade level 50
46th Loss 124th year of Ascendancy at 18:19 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Mayimitira the Whitehoof Arcane Blade level 50
48th Loss 124th year of Ascendancy at 10:36 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Mayimitira the Whitehoof Arcane Blade level 36
51st Revenge 124th year of Ascendancy at 21:32 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Mayimitira the Whitehoof Arcane Blade level 35
51st Revenge 124th year of Ascendancy at 07:24 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Mayimitira the Whitehoof Arcane Blade level 17
39th Retaking 124th year of Ascendancy at 14:57 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Mayimitira the Whitehoof Arcane Blade level 40
17th Pain 124th year of Ascendancy at 17:35 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Mayimitira the Whitehoof Arcane Blade level 44
51st Pain 124th year of Ascendancy at 23:49 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Mayimitira the Whitehoof Arcane Blade level 27
18th Revenge 124th year of Ascendancy at 22:59 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mayimitira the Whitehoof Arcane Blade level 38
15th Pain 124th year of Ascendancy at 07:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mayimitira the Whitehoof Arcane Blade level 17
40th Retaking 124th year of Ascendancy at 15:43 see stats
Log
Melee retaliation hits Cyrurin the titan dreadnought for (10 teleported), 0 light, (5 teleported), 0 blight, (10 teleported), 0 light, (5 teleported), 0 blight, (10 teleported), 0 light, (5 teleported), 0 blight (0 total damage).
Greater Weapon Focus from Cyrurin the titan dreadnought hits Mayimitira for (25 flat reduction), 147 physical, (18 flat reduction), 0 blight, (8 flat reduction), 0 acid, (7 flat reduction), 0 fire, (25 flat reduction), 100 darkness (248 total damage).
Cyrurin the titan dreadnought hits Mayimitira for (25 flat reduction), 133 physical, (15 flat reduction), 0 blight, (6 flat reduction), 0 acid, (6 flat reduction), 0 fire, (25 flat reduction), 76 darkness, (25 flat reduction), 196 physical, (8 flat reduction), 0 acid, (7 flat reduction), 0 fire, (25 flat reduction), 100 darkness (506 total damage).
---------- Turn 11 ----------
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Mayimitira performs a telekinetically enhanced leap!
Mayimitira's spell attains critical power!
Mayimitira's spell attains critical power!
Cyrurin the titan dreadnought teleports some damage to Mayimitira!
Blood Splash hits Mayimitira for 44 healing, (61 BLOODLOCKED!!) (0 total damage) [45 healing].
Epidemic from Cyrurin the titan dreadnought hits Mayimitira for (25 flat reduction), 88 blight (89 total damage).
Thunderstorm hits Mayimitira for 155 teleported damage.
Thunderstorm hits Cyrurin the titan dreadnought for (155 teleported), 0 lightning (0 total damage).
Cyrurin the titan dreadnought uses Shattering Shout.
Mayimitira reacts to damage from Cyrurin the titan dreadnought, mitigating the blow!.
Cyrurin the titan dreadnought hits Mayimitira for (25 flat reduction), (134 reacted , -5 stam), 383 physical (383 total damage).
Mayimitira the level 50 whitehoof arcane blade was skewered to death by Cyrurin the titan dreadnought on level 3 of The Slumbering Caves.
---------- Turn 12 ----------
The furious lightning storm around Mayimitira calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.















































































































































































































